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Iphone Programming Apple

Apple Eases Restrictions On iPhone Developers 195

WrongSizeGlass writes "MacRumors has a story on a report by Apple Outsider's Matt Drance that Apple is easing their restrictions on interpreted code used in iPhone development, a change which allows game developers in particular to continue to use interpreted languages such as Lua in their App Store applications. The change comes alongside Apple's further modifications of its iOS developer terms that again allow for limited analytics data collection to aid advertisers and developers, but appear to shut out non-independent companies such as Google's AdMob from receiving the data. It's not enough of an 'about face' to let Adobe or Google back in the picture but they've backpedaled enough to let the little guys squeeze through."
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Apple Eases Restrictions On iPhone Developers

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  • by Anonymous Coward on Saturday June 12, 2010 @09:17AM (#32548954)

    Since the terms were in the Beta SDK, they too were subject to change. There was an immediate cry from developers that disallowing ingame scripting would be tantamount to killing off entire platforms with shipping products.

    I just wish it would be enough to allow the SCUMMVM engine.

  • Doesn't matter (Score:5, Informative)

    by blind biker ( 1066130 ) on Saturday June 12, 2010 @10:06AM (#32549252) Journal

    Apps have been rejected for no good reason whatever. Even apps that have been approved at a certain version, their updates have been rejected. For no good reason. The process is absolutely capricious and you can never, ever be sure your app will be approved in the Apple store.

  • by FreelanceWizard ( 889712 ) on Saturday June 12, 2010 @11:30AM (#32549860) Homepage

    Actually, for Windows Mobile 6.x, you can quite literally write whatever you want and your users can install it. Yes, it is possible to restrict installations only to code signed by specific certificates and this is a relatively common practice on Windows Mobile 6.x Standard, but I've yet to encounter a single WM Professional phone that had such restrictions in place out of the box. This is why you can download software such as GSPlayer, GPSTestTool, and the like for free, or hop over to Handango and buy and install whatever you want. If you're up to it, you can even download the SDK and write your own software without having to pay Microsoft a single cent.

    Now, Windows Phone 7 is substantially more restrictive in what it can run, but Microsoft doesn't:
    * Restrict what ad systems you can use
    * Arbitrarily deny specific development languages (the only restriction is that the code run on the Silverlight version of the CLR; this means you can use F#, C#, VB, Python, and even COBOL)
    * Ban the use of interpreted code, so you can write emulators in the CLR language of your choice

    Microsoft has also said that its final app requirements won't include any wiggle room for random app denials, and they've also strongly implied that the testing process for app approval will be at least partially automated to remove the possibility of an angry or prudish tester zapping your app. They've also said that they're working on parental controls and intend to allow mature content once that's in place.

    So, how again is Windows Mobile or Windows Phone development substantially similar to i-device development?

  • by icebraining ( 1313345 ) on Saturday June 12, 2010 @11:31AM (#32549868) Homepage

    At least Python users generally admit that they're using Python as a prototyping language, just because it allows for quick, but shitty, development. When their idea is somewhat proven, then go back and rewrite it using a real programming language like Java or C++.

    You mean like Youtube?

    Python is fast enough for our site and allows us to produce maintainable features in record times, with a minimum of developers.

    Or like EVE Online?

    Python enabled us to create EVE Online, a massive multiplayer game, in record time. The EVE Online server cluster runs over 50,000 simultaneous players in a shared space simulation, most of which is created in Python.

    More: http://www.python.org/about/quotes/ [python.org]

    I don't know about Ruby, but I disagree with your opinion on "shitty development" of Python.

  • iOS Development (Score:4, Informative)

    by awhite ( 179035 ) on Saturday June 12, 2010 @01:40PM (#32550984)

    Many people on this thread have a very skewed picture of iOS development. I have released three fairly large iOS projects (i.e. months to years of development rather than a few days or weeks like so many toy apps). The first was a smashing success and our 3-person development company was acquired for it. The acquiring company is now my employer so I won't name specifics in this case. The second was an independent iPhone app I wrote that was a total flop. The third is my new independent iPad project called Stash that's doing pretty well so far: http://stash.hedonicsoftware.com/ [hedonicsoftware.com]

    Just the existence of Stash on the App Store - basically an app for porn, though it doesn't provide the explicit content - is evidence that Apple isn't nearly as draconian and capricious as many in this thread are portraying them to be. If you create a high-quality app (or hell, even a low-quality one so long as it doesn't crash) that follows their general guidelines and doesn't try to take over basic functions of the iPhone, you won't generally have a problem. Sure, there are famous counter-examples, and I really feel for those developers. I can't imagine a more frustrating experience then pouring your time into something that's rejected outright. But it doesn't change the fact that these are the few exceptions in a vast sea of approvals or justified rejections (based on the three points that Jobs outlined). Moreover, in my experience Apple is getting much better about working with developers to get apps their approved. It's still a slow process - the last release of Stash was delayed without feedback for over 2 weeks, which felt interminable - but they eventually call and tell you about any solvable issues and give you a chance to correct them.

    I'd also like to point out that outside the pain of dealing with the review process, iOS development is a lot of fun. Someone on this thread said no one is in the App Store simply for the love of programming, but I strongly disagree. Apple provides some really nice APIs, and it's relatively easy to create something that looks and feels smooth and professional. I'm currently working on an Android project for my employer, and it's a real chore compared to iOS dev. I don't care how "open" the market is or even how powerful the SDK is if I hate coding for it and need a graphic design team to make it look decent. People forget that Apple/NeXT has been in the GUI framework business for a long time. They know what they're doing. They also seem to be good at letting their internal APIs fully bake before including them in the SDK, which results in a much higher signal-to-noise ratio than in Android, where everything feels over-engineered. I recently read an article by another iOS developer that sums up my feelings pretty much exactly: http://iphonedevelopment.blogspot.com/2010/03/android-sdk-from-iphone-developer.html [blogspot.com]

    That's my 2 cents. YMMV. But if you're interested in mobile development at all, you owe it to yourself to give iOS development a shot.

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